Led Zeppelin
Stern Pinball, 2020 — shot-by-shot rules and strategy guide.
Open Led Zeppelin in the Pinball Genie app →Steve Ritchie's final Stern design (rules/code by Tim Sexton). Editions: Pro, Premium, LE (500 units). Premium and LE share one playfield; edition-only features are marked premium-le, everything else all.
Core loop — Songs & Records. Each ball you pick one of 10 song modes, which runs the whole ball and lights shots dynamically by section (intro/verse/chorus/solo). Making lit shots earns Record Sales; every 100K = 1 Gold Record. 5 gold records completes a song, 10 = Platinum. Completing/changing a song lights Change Song at the right orbit and awards 2 Band Boosts.
Skill shot. After song select, time the plunge to the moving L-E-D target (it sweeps left↔right). Award: 500K + 5 sec ball save.
Icarus X — playfield multiplier. Combos (lit shots in quick succession) are cashed by hitting any of the four target banks (LED, ZEP, ROCK, Ball-Save), adding +0.1× per combo shot to that bank. Icarus X = the product of all four bank multipliers, so you build them evenly (always feed the lowest). Once all four banks are raised, the center Icarus standup lights the timed playfield multiplier (~15 sec, +5 sec per side-flipper shot); shooting Icarus during the window recalculates it live.
Band Boosts (action button). Start with 1, earn more by completing/changing songs (max 5). Single boost = 5× combo value into the lowest bank; Super Band Boost (3+ saved) = 10× into the two lowest banks. In multiball they spot an Icarus hit / instantly add a ball.
Zeppelin Awards (upper/side-flipper shots). Each side shot starts the next super feature — Super Spinner → Super Pops → Super Slings → Super Ramps — and adds +5 sec to the Icarus X timer. 8 Zeppelin Awards lights an Extra Ball at the left eject.
Multiballs.
- Zeppelin MB (all): left ramp 3× to lock, next left ramp starts a 4-ball; relight later locks by spelling R-O-C-K. Jackpots → doubles → super at left eject + side shot (side = 2× eject). Add-a-ball via Icarus 3×.
- Tour MBs (all, four of them): right ramp qualifies (increasing), pick a tour at the left eject, complete 4 objectives, start at the left eject. US 1975 / US 1977 / Earl's Court / UK 1971.
- Electric Magic MB (premium-le only): complete LED then ZEP to raise the magic-wand spinner, charge it and lock. Leads to the Electric Magic Frenzy, the biggest single-mode farm on Prem/LE (right orbit doubles jackpots).
Wizard ladder. Mothership (5 songs → right orbit) → World Tour (all 4 Tour MBs → left eject, 6-ball, City Jackpots) → Top of the Charts (all 10 songs → right orbit, platinum chase) → Celebration Day final wizard (all 10 songs platinum → right orbit; ends with a Diamond Record that adds +1× to end-of-ball bonus).
Bonus. Bonus X built via the ROLL inlanes (lane change, max 50×). 5 extra balls on default, all collected at the left eject.
How Led Zeppelin plays
Pick a Led Zeppelin song before every plunge and grind record sales while you build the four target banks that power the Icarus X playfield multiplier. Take songs to platinum and play the four tours to reach the World Tour and Celebration Day wizards.
The loop
- Choose a song at the plunge, then keep the ball alive and hit the roving lit arrows to bank gold records.
- Open a combo on the left orbit, chain it through the center ramp, and cash it into whichever target bank is lowest to raise the Icarus X product.
- Start a tour at the left eject and lock balls at the left ramp so a single multiball advances both at once.
- Fire Icarus just before a guitar-solo center-ramp window or a multiball super so every shot scores under the multiplier.
- Platinum all ten songs for Celebration Day and play all four tours for the six-ball World Tour Multiball.
Reading the lights
- Target Banks & Icarus X (multiplier) — lit: Each of the four standup banks carries its own multiplier that ticks up when you end a combo in it, and the four build through the ball as you keep feeding them. · then: Because Icarus X is the four banks multiplied together, feed whichever is lowest to keep them even, then hit the Icarus standup to light the timed playfield multiplier and shoot it again to recalculate the product. Clearing the L-E-D bank and then the Z-E-P bank also raises the pop-up magic-wand toy for Electric Magic Multiball.
- Song Award Shots (mode) — lit: The lit arrows are the current song's scoring shots, and they rove from section to section as the song plays, so the shot you were hitting goes dark while a fresh one lights up. · flashing: A quick white cue blinks on a shot just before it lights, showing where to aim next. · then: Bank five gold records to finish a song, which opens the right orbit for a song change and pays out a Band Boost, while ten records on one song takes it platinum. Both finishing and switching songs hand you more Band Boosts to spend on the action button.
- Zeppelin Locks (status) — lit: The lock lights at the left ramp under the airship, and every ball you lock stays banked toward the multiball rather than resetting. · then: Lock three at the left ramp -- best taken as a backhand from the left flipper -- to start the four-ball Zeppelin Multiball, then grind the jackpots toward the super waiting at the left eject. Knock down R-O-C-K to bring the locks back for later multiballs.
- Tour Engine (mode) — lit: The left eject starts and selects tours, and you qualify each one first by shooting the right ramp a few more times each round. · flashing: A green arrow flashes at the left eject once a tour is qualified and ready to pick and start. · then: Only the right flipper reaches the cross-field left eject, so set up on a right-flipper cradle to scroll and confirm your tour, clear its objectives, and take the next eject shot to launch the multiball. Playing all four tours qualifies the six-ball World Tour wizard.
- ROLL Inlanes (Bonus X) (lanes) — lit: A lit ROLL insert marks the inlane you still need, and a completed pair stays credited toward the end-of-ball Bonus X for the rest of the ball. · then: Position the lit insert under the inlane you want and roll the ball through to bank it, and completing both ROLL inlanes steps up Bonus X toward a 50x cap applied to your whole end-of-ball bonus. · control: Either flipper button: tapping either flipper nudges the lit ROLL insert sideways from one inlane to the other, so you can set it under whichever inlane the ball is about to drop into and collect the letter you still need (any time before the ball reaches an inlane, though three center-ramp loops in a row shut lane change off until you take a different major shot)
- Zeppelin Awards (ladder) — lit: Every side shot off the upper flipper kicks off the next super feature in a fixed order, from Super Spinner through Super Pops, Super Slings, and Super Ramps, and the awards you collect stack across the ball. · then: Feed the side shot off the upper-right flipper to roll through the supers, adding seconds to the Icarus X window with each one, and collect eight Zeppelin Awards to light an extra ball at the left eject. Treat that upper flipper carefully, since a missed side shot is the fastest drain on the machine.
Lane change: the flipper buttons move the lit lane. Tapping either flipper walks the lit ROLL insert over to the other inlane, so you can set it under the inlane the ball is about to enter; complete both to step the end-of-ball Bonus X toward its 50x cap. Looping the center ramp three times in a row disables lane change until you take a different major shot.
Start scoring
- Ball one — Catch the sweeping lit L-E-D letter on the plunge for the skill shot and its short ball save. Open with the cross-field left eject to start a tour right away so no single-ball time goes to waste, then live on safe left-side shots by backhanding the left ramp and keeping the center ramp looping, and change lanes on the ROLL inlanes for Bonus X. — Moving L-E-D Skill Shot, Opening Sequence: Left Eject First, Bonus X via the ROLL Inlanes
- Building — Build the four target banks evenly through combos and cash into the lowest to grow the Icarus X product, spending a Band Boost to even the banks out whenever the ball cannot reach one in time. Start a tour before any multiball so the multiball advances tour objectives, and lock at the left ramp for Zeppelin Multiball. — Icarus X Playfield Multiplier, Left-Heavy Combo Loop into the Lowest Bank, Never Start a Multiball Without a Tour, Zeppelin Multiball
- The big one — Take all ten songs to platinum to reach Celebration Day, the final wizard, and play all four tours to reach the six-ball World Tour Multiball. For the single biggest hits, time a fat Icarus X onto a Zeppelin super jackpot collected at the left eject. — Celebration Day (Final Wizard), World Tour Multiball (Wizard), Build Even Banks, Cash Into a Super
The Action Button on Led Zeppelin
Center of the lockdown bar.
Your Band Boost button, and the confirm key for the two menus that shape a ball. Boosts are the cheapest way to finish a combo when the ball is nowhere near a target bank.
- Choosing a song before the plunge: Flippers scroll the ten songs; the button locks in the one that runs your whole ball.
- Combo running, button flashing green: Cashes the combo on the spot for 5x its value into your lowest target bank.
- Three or more boosts saved, flashing red: Super Band Boost instead: 10x combo value, split across the two lowest banks.
- During any multiball: A boost spots an Icarus hit or adds a ball outright rather than paying combo value.
- Picking a tour at the left eject: Flippers scroll the four tours and the button confirms which one you play.
Goals in Led Zeppelin
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Time the plunge so the ball strikes the lit L-E-D letter as it sweeps across the bank for 500K plus a 5-second ball save.
Reward: 500K + 5 sec ball save
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Icarus X into a Guitar-Solo Center-Ramp Loop
The signature money move: build a big Icarus X, activate it right before a Whole Lotta Love or Rock and Roll guitar solo, then loop the always-lit center ramp for the whole window.
Reward: Full mode points × the Icarus X product on every loop for 15s+
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Left-Heavy Combo Loop into the Lowest Bank
The repeatable used to BUILD Icarus X: chain left-side shots, then cash the combo into whichever target bank is currently lowest, always feeding the weakest to keep the four multipliers even.
Reward: +0.1× per combo shot to the weakest bank (raises the Icarus X product)
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Spend a Band Boost to instantly cash a running combo for 5× its value into the lowest bank — the fastest way to auto-balance Icarus X when the ball can't reach a bank in time.
Reward: 5× combo value into the lowest bank (Super Band Boost = 10× into the two lowest)
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Zeppelin Super Jackpot × Bank Clears
Enter Zeppelin Multiball with high bank multipliers, collect the lit jackpots to light the super at the left eject, then boost that super by clearing target banks while it is lit.
Reward: Super jackpot (sum of all jackpots/doubles) × up to 4× from bank clears; hundreds of millions under Icarus X
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Lock three balls at the left ramp and start a 4-ball multiball; work the jackpots up to the super at the left eject and side shot.
Reward: 4-ball multiball; super jackpot = sum of all jackpots/doubles, ×up to 4× via bank clears
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Qualify a Tour at the right ramp, choose it at the left eject, clear its objectives, then start the multiball at the left eject. Your first tour of the game asks for one objective and pays a two-ball multiball; each later tour adds another objective and another ball, up to four objectives and five balls.
Reward: 2–5 ball multiball scaling with tours played; progress toward World Tour Multiball
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Complete the LED then ZEP banks to raise the pop-up magic-wand spinner, charge it and lock, then run the Electric Magic Frenzy — the biggest single-mode farm on Prem/LE.
Reward: Multiball + Frenzy switch-farm reported at 200–500M; right orbit doubles jackpots
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Complete five songs to qualify the Mothership mini-wizard multiball and start it at the right orbit. Every shot that is not a lit song award is a jackpot; five jackpots light supers on the song-award shots, and five more jackpots after that multiply the supers up to 3×.
Reward: Jackpots + supers at song-award shots, multiplied up to 3×
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A forgiving song for building records — the drum-solo section keeps the side shot always lit plus two roving shots, and the guitar solo lights the center ramp.
Reward: Gold records toward song completion (5 = complete, 10 = Platinum)
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Song Mode: Good Times, Bad Times
Alternates easy then hard shots across four sections while banking gold records toward song completion.
Reward: Gold records toward song completion (5 = complete, 10 = Platinum)
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Zeppelin Awards (Super Features)
Each upper-flipper side shot starts the next sequential super feature — Super Spinner, Super Pops, Super Slings, Super Ramps — and adds Icarus X timer seconds; collecting eight lights an Extra Ball.
Reward: Sequential super features; +5 sec Icarus X per shot; 8 awards = Extra Ball
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Build all four bank multipliers evenly through combos, then activate the timed playfield multiplier at the Icarus standup — Icarus X is the product of the four banks.
Reward: Timed playfield X = LED × ZEP × ROCK × Ball-Save; multiplies all scoring
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Change lanes with the flippers to light both ROLL inlanes and build the end-of-ball Bonus X, up to 50×.
Reward: Bonus X up to 50× on the end-of-ball bonus
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Play all four Tour Multiballs to qualify the 6-ball World Tour Multiball at the left eject, then collect City Jackpots around the playfield.
Reward: 6-ball; City Jackpots = (cities collected × Tour Jackpot); 10 cities lights supers
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Celebration Day (Final Wizard)
Platinum all 10 songs — via normal play or Top of the Charts — to reach the Celebration Day final wizard at the right orbit, ending with a Diamond Record that boosts future bonuses.
Reward: 6-ball wizard; Diamond Record adds +1× to end-of-ball bonus going forward
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Opening Sequence: Left Eject First
The consensus opener: make the left eject your first shot to start a Tour, then keep the ball on safe left-side loops — backhand the left ramp and loop the center ramp.
Reward: Tour engine turning early; ball control on the left-heavy layout
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Build Even Banks, Cash Into a Super
Build the four bank multipliers evenly during single-ball play, then time the Icarus X window to a Zeppelin (or Electric Magic) super jackpot for the biggest hits.
Reward: A single super under a big Icarus X can be 100M+
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Never Start a Multiball Without a Tour
Universal advice: get a Tour started before any multiball so you can use the multiball to complete tour objectives and set up the next one.
Reward: Multiball time doubles as tour progress; sets up World Tour
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Stay on one song instead of rotating: complete it at five gold records, keep the same song running and grind its lit shots to ten records for platinum.
Reward: Platinum record on that song; one of the ten needed for the final wizard
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Top of the Charts (Last-Chance Platinum)
Complete all ten songs to qualify the catch-up mode at the right orbit, where remaining songs can be pushed to platinum in one run.
Reward: Platinum credit on unfinished songs; the backup path into the final wizard
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Top of the Charts Challenge (Hidden Game Mode Menu)
Led Zeppelin hides an entirely different game type behind a flipper hold. Instead of the normal free-choice song list, Top of the Charts Challenge marches you through all ten songs in a fixed order, scored on record sales, handing you an extra ball every time you finish one.
Reward: Starts a challenge game that runs all ten Led Zeppelin songs in a fixed order, scored on sales, adding a ball each time a song is completed
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Band Boosts are stored ammunition rather than a mode. The game hands you one to start, and both completing a song and switching to a new one pay out more, so the habit that advances the game also feeds the bank. Five is the ceiling. The action button glows green while you are holding ordinary boosts and turns red once you reach three, which upgrades the award into a Super Band Boost. The upgraded version doubles the combo payout in single-ball play and adds a ball outright in multiball, so cashing out early costs you the bigger award.
Reward: A stored action-button award: 5x combo value normally, 10x as a Super Band Boost; in multiball, add-a-ball progress or an immediately added ball
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Gold records are the counter the rest of the game keys off. You pick a song at the start of each ball, then earn record sales by keeping the ball alive and hitting the lit arrows, which move around as the song passes through its musical sections. Enough sales convert into gold records: five completes the song, lights the right orbit to change songs, and pays Band Boosts, while ten in a single song takes it platinum. The running totals are what make this a ladder rather than plain scoring - five completed songs, all ten completed, and all ten platinum each qualify a different wizard mode, so rotating songs and grinding one song lead to different end games.
Reward: Three separate wizard modes, gated at five songs completed, all ten completed, and all ten taken to platinum
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